forum

Camellia - d:for the DELTA [CatchTheBeat]

posted
Total Posts
48
Topic Starter
autofanboy
This beatmap was submitted using in-game submission on 2016年8月23日 at 12:31:21

Artist: Camellia
Title: d:for the DELTA
Tags: PLANET//SHAPER PLANET SHAPER Cametek KamelCamellia かめるかめりあ C88 Dnb Dubstep drumstep Drum Bass CTCD-011
BPM: 174
Filesize: 10855kb
Play Time: 05:10
Difficulties Available:
  1. Quantum (6.22 stars, 1683 notes)
Download: Camellia - d:for the DELTA
Information: Scores/Beatmap Listing
---------------

#5 | Camellia - d:for the DELTA


< Previous | Next >

● Quantum by AFB

♫ Hitsounds by AFB

Background Source

Nominated by koliron, Ascendance & MBomb
koliron
i will bub in 5 months(?
Squigly
noob
Bunnrei
camel
Ascendance
bubbled
Topic Starter
autofanboy

koliron wrote:

omg i love this song, especially since 03:31:653 - aaaa, please finish this! ;__;
wish came true
Ascendance

Ascendance wrote:

bubbled
wish not come true
koliron
2# bubbled!
CLSW
hi, I feel something curious with the mapping quality, so I would like to throw my 2 cents mod for this map. It's really a good map but it needs more improvements imo. So here we go.

SPOILER
00:01:998 (1) - ~ 05:00:101 (1) - ctrl + h

okay that's all, thanks.
Topic Starter
autofanboy

CLSW wrote:

hi, I feel something curious with the mapping quality, so I would like to throw my 2 cents mod for this map. It's really a good map but it needs more improvements imo. So here we go.

SPOILER
00:01:998 (1) - ~ 05:00:101 (1) - ctrl + h

okay that's all, thanks.

Denial Notice





Hello!

Unfortunately, the Kudosu Awarding Team has decided to deny this post's kudosu. The following is a list of reasons and examples for the disqualification. We do not outline every issue in detail, so make sure to take the idea behind each reason and apply it to the entire post as issues might be found in more than the spots mentioned below. If you have any questions, please reply to this post and we will do our best to clarify any misunderstandings.

  1. kek
Equim
CLSW LMAO

  1. 01:49:584 (14) - I feel this a bit undermapped. The drumhit is clear.
  2. 01:57:515 (8) - The beat on 01:57:773 - can be emphasied more imo. Like this: https://osu.ppy.sh/ss/5578317.
  3. 02:44:670 - A bit wide here. Move 02:44:756 (1) - a bit left?

it's qualified enough.

no kd.
Topic Starter
autofanboy

Equim wrote:

CLSW LMAO

  1. 01:49:584 (14) - I feel this a bit undermapped. The drumhit is clear. - Changed to 1/4 slider.
  2. 01:57:515 (8) - The beat on 01:57:773 - can be emphasied more imo. Like this: https://osu.ppy.sh/ss/5578317. - Yea why not.
  3. 02:44:670 - A bit wide here. Move 02:44:756 (1) - a bit left? - Not changing, I intended to put a dash here.

it's qualified enough.

no kd.
Thanks for mod!
Pew_old_1
Noob mod for afbmoe

I see color.png in folder but i don't see in the map.

01:07:601 (4,5) - I think the hitsounds doesn't particularly fit with the patterns you presented. Maybe you could put the strong hitsounds on both of the heads only, both of the tails only or hitsound all on 4.
03:31:049 (4,5) - ^
01:40:791 (6,7) - Comparing similar patterns where you lead into the streams, the control feels a bit off so maybe reduce the distance a bit?
02:31:825 (6,7,1) - Spacing between this makes it look a bit odd when playing, so reduce distance between 7 and 1

Don't think i really see anything wrong with the flow and hitsounds tbh
Topic Starter
autofanboy

Pew wrote:

Noob mod for afbmoe

I see color.png in folder but i don't see in the map. - Removed.

01:07:601 (4,5) - I think the hitsounds doesn't particularly fit with the patterns you presented. Maybe you could put the strong hitsounds on both of the heads only, both of the tails only or hitsound all on 4. - No. They are with different hitsounds if you notice it. The loud hitsounds are used to emphasize the 3 drum kicks at 01:07:687 - 01:07:860 - as they are sounding more prominent than the previous build-ups.
03:31:049 (4,5) - ^ - ^
01:40:791 (6,7) - Comparing similar patterns where you lead into the streams, the control feels a bit off so maybe reduce the distance a bit? - I made this part slightly easier but actually it is the same as 01:18:549 (4,5,6) - but with more slanted sliders.
02:31:825 (6,7,1) - Spacing between this makes it look a bit odd when playing, so reduce distance between 7 and 1 - Changed.

Don't think i really see anything wrong with the flow and hitsounds tbh
Thanks for mod!
Arlecchino
throwing mod for 'refreshing stuff' ticket

general
  1. idk, general mod is only like widescreen stuff, isnt it? jkjkjkek
    just check it, its turned on in your i guess

unidentified flying object bot

  1. 00:51:998 (2,3) - this should have consistent distance with others, even i think this should have more distance than the other, because 00:52:342 (3) - is where the pitch is changed
  2. 00:57:515 (2,3) - for this one, i think this should have more distance instead, since this pattern has less movement than before, so i think making 00:57:515 (2,3) - have more distance will make it feels dynamic. Try to move 00:57:860 (3) - 's head into x:152 or somewhere
  3. 01:06:135 (5) - missing NC
  4. 01:07:429 (3) - this slider is too left. idk if you want to increase SR by this, but the movements feels too fast, i'd make this more vertically and move 01:07:601 (4,5) - more to right for keeping the hypers. distance between 01:07:687 (5,6) - will be more far, but i think its fine bcuz it still catchable, but if you dont mind with decrease SR, you can make 01:07:687 (5) - more vertically
  5. 01:11:566 (3,4,5,6) - flow path changing is a bit awkward when playing, zig zag at 01:10:963 (1,2,3,4) - feels unnecessary, ctrl+h 01:11:566 (3,4,5,6) - and adjust the placement
  6. 01:18:894 (6) - perhaps not need, but feels better NC here. Combo seems too much, moreover slider at 01:17:860 (1) - gives a lot objects
  7. 01:38:549 (1,2) - im not sure that hyper should be at there, i think there isnt potential to be hyper, seems like 01:38:549 (1) - is overmaped. I realize that 01:41:308 (1,2) - more comfortable and simple, since there isnt any sound at 01:38:635 - tho
  8. 01:40:101 (2,3,4) - seems lack of movement, i dont need to move after dash from 01:39:584 (8) - , feels awkward when playing. giving more movements looks more suitable for jump preparation at 01:40:446 (4,5) - too.
  9. 01:49:584 (1,2) - same as before
  10. 03:26:135 - seems from this part, the pattern is copy paste'd from previous section. i'll leave this, if you applied a mod and NC stuff from previous section, try to applied it at here tho (the kiai's looks similar tho)
  11. 03:53:722 (16) - curved this slider, quite hard since the movement is suddenly stopped, and will misses the slider tick cuz'd it, at least by making it more curved, the slider tick wont be missed and its more flowed
  12. 04:26:480 (10) - NC?
  13. 04:58:549 (1,2,3,4,5,6) - i dont think this is a nice ending, the hypers a bit forcing especially 04:58:549 (1,2) - and 04:59:066 (3,4) - . i can still catch it, yesh i can. but need some effort. how about move 04:58:894 (2,3) - into x:364? since the beat is building up, consistent spacing seems unnecessary, if you dont agree with removing the hypers, at least reduce it, makes it a bit more catchable. actually i dont really mind with the hypers, but the anti-flow pattern seems doesnt fit with it
  14. 04:59:929 (6) - NC since there is long spinner, 9 object in the plate seems a bit cover up

i cant even pass this map tbh
but yeah, thats all, hope this helped
ask me if there is sth wrong, sry for my bad eng and noob mod
GL moET~
Topic Starter
autofanboy

-[ Asuna ]- wrote:

throwing mod for 'refreshing stuff' ticket

general
  1. idk, general mod is only like widescreen stuff, isnt it? jkjkjkek
    just check it, its turned on in your i guess - Unchecked.

unidentified flying object bot

  1. 00:51:998 (2,3) - this should have consistent distance with others, even i think this should have more distance than the other, because 00:52:342 (3) - is where the pitch is changed - The dash is to emphasize 00:51:998 (2) - and I wish to add dash every 4 red ticks so it will not be too hard for a build-up.
  2. 00:57:515 (2,3) - for this one, i think this should have more distance instead, since this pattern has less movement than before, so i think making 00:57:515 (2,3) - have more distance will make it feels dynamic. Try to move 00:57:860 (3) - 's head into x:152 or somewhere - It is already with more dashes than the previous sections, yet I am not making it with too many movements, I planned to create a gradual build-up, as you see 00:59:929 (1,2,3,4) - is a bit more intense and then are streams later on.
  3. 01:06:135 (5) - missing NC - Sure, fixed.
  4. 01:07:429 (3) - this slider is too left. idk if you want to increase SR by this, but the movements feels too fast, i'd make this more vertically and move 01:07:601 (4,5) - more to right for keeping the hypers. distance between 01:07:687 (5,6) - will be more far, but i think its fine bcuz it still catchable, but if you dont mind with decrease SR, you can make 01:07:687 (5) - more vertically - The distances here are the same, i.e. 01:06:825 (1,2) - so I am not changing this. Also there should be some movements here because it is going for the chorus part so I kind of ramping up the difficulty at this point.
  5. 01:11:566 (3,4,5,6) - flow path changing is a bit awkward when playing, zig zag at 01:10:963 (1,2,3,4) - feels unnecessary, ctrl+h 01:11:566 (3,4,5,6) - and adjust the placement - Not really, there are still plenty of time for the players at 01:11:308 (2,3,4,5,6) - and changing the curve would result in a harder jump for 01:11:825 (6,7) - because the players tend to move left after the curve.
  6. 01:18:894 (6) - perhaps not need, but feels better NC here. Combo seems too much, moreover slider at 01:17:860 (1) - gives a lot objects - You are right, I will NC at 01:18:549 (4) - instead though.
  7. 01:38:549 (1,2) - im not sure that hyper should be at there, i think there isnt potential to be hyper, seems like 01:38:549 (1) - is overmaped. I realize that 01:41:308 (1,2) - more comfortable and simple, since there isnt any sound at 01:38:635 - tho - Changed to a circle.
  8. 01:40:101 (2,3,4) - seems lack of movement, i dont need to move after dash from 01:39:584 (8) - , feels awkward when playing. giving more movements looks more suitable for jump preparation at 01:40:446 (4,5) - too. - Made the curvature larger.
  9. 01:49:584 (1,2) - same as before - ^
  10. 03:26:135 - seems from this part, the pattern is copy paste'd from previous section. i'll leave this, if you applied a mod and NC stuff from previous section, try to applied it at here tho (the kiai's looks similar tho) - Yea, that was done for consistency reason, I tried to join the whole parts for the map. Anyways fixed the NC.
  11. 03:53:722 (16) - curved this slider, quite hard since the movement is suddenly stopped, and will misses the slider tick cuz'd it, at least by making it more curved, the slider tick wont be missed and its more flowed - I wanted to have that slider kind of static, which matches the song at the particular moment in my opinion.
  12. 04:26:480 (10) - NC? - NC'ed at 04:26:135 (8) - .
  13. 04:58:549 (1,2,3,4,5,6) - i dont think this is a nice ending, the hypers a bit forcing especially 04:58:549 (1,2) - and 04:59:066 (3,4) - . i can still catch it, yesh i can. but need some effort. how about move 04:58:894 (2,3) - into x:364? since the beat is building up, consistent spacing seems unnecessary, if you dont agree with removing the hypers, at least reduce it, makes it a bit more catchable. actually i dont really mind with the hypers, but the anti-flow pattern seems doesnt fit with it - I will change the pattern here that it feels like the difficulty is ramping up gradually. However the 'anti-flow' jumps will be kept because it is really intense which suits the pattern in my opinion. The 'anti-flow' jumps are not hard however and I will try to make it more easier to grasp. Now it is easier as the slider won't require dashing in middle.
  14. 04:59:929 (6) - NC since there is long spinner, 9 object in the plate seems a bit cover up - Sure.

i cant even pass this map tbh
but yeah, thats all, hope this helped
ask me if there is sth wrong, sry for my bad eng and noob mod
GL moET~
Thanks for mod!
iiyo
Fantasy's no bias mods


Camellia - d:for the DELTA


01:18:463 (3,1,2,3) - this jump is a tad bit to inconsistent
01:28:894 (1,2,3,4,5) - holy shit those double left sliders
02:06:997 (2,3,4,5) - anti flow
03:20:101 (1,2,3,4,5,6,1,2) - a bit weird but i can see where your going with this, if you can try to tweak it so the jump isnt as agressive and flows better, if you can't its fine.
03:23:032 (4,1,2) - brutal, could be a missing point for no real reason
03:41:911 (3,1,2,3) - could be a bit "to" inconsistent and rough, but i'll leave that to your own view on it, it seems it takes a bit "extra" to time like memory
04:17:687 (3,4,5) - a bit hard and seems to come out of the blue
04:52:170 (2,3,4) - you could leave this one, it fits "OK" but if you could make it better, then try to

cool map but it seems it needs a tiny bit more polish on the patterns, theres a lot of agressive hyper patterns such as 01:13:377 (6,7,1) - and 01:28:894 (1,2,3,4,5) - which seems to be agressive patterns that such a sharp left turn after a jump from the right are very confusing and anti flowish, but as my mods are.


I just throw them there to have him check them and see how they play out, I don't have to say CHANGE THIS KJjdlkasdl ;k' lol, If he wants to change it, then he can, he is the maker of the map, his idea and his creation. That is what modding is all about.



GL with this map, I like the style of it
Topic Starter
autofanboy

Fantasy wrote:

Fantasy's no bias mods


Camellia - d:for the DELTA


01:18:463 (3,1,2,3) - this jump is a tad bit to inconsistent - It is intended to do so which can allow players to get ready for the next jump at 01:18:722 (2,3) - by reducing the distance as mentioned.
01:28:894 (1,2,3,4,5) - holy shit those double left sliders - Yea you are right, I actually did that for patterning before but for the sake of flow, I will just change it to an easier pattern.
02:06:997 (2,3,4,5) - anti flow - Fixed, it is easier now.
03:20:101 (1,2,3,4,5,6,1,2) - a bit weird but i can see where your going with this, if you can try to tweak it so the jump isnt as agressive and flows better, if you can't its fine. - Lowered the distance for the cluster part.
03:23:032 (4,1,2) - brutal, could be a missing point for no real reason - ^, they are similar so the distances are reduced as well.
03:41:911 (3,1,2,3) - could be a bit "to" inconsistent and rough, but i'll leave that to your own view on it, it seems it takes a bit "extra" to time like memory - It is just the same as the first chorus part, and the reason is as mentioned before.
04:17:687 (3,4,5) - a bit hard and seems to come out of the blue - Made easier.
04:52:170 (2,3,4) - you could leave this one, it fits "OK" but if you could make it better, then try to - Changed pattern.

cool map but it seems it needs a tiny bit more polish on the patterns, theres a lot of agressive hyper patterns such as 01:13:377 (6,7,1) - and 01:28:894 (1,2,3,4,5) - which seems to be agressive patterns that such a sharp left turn after a jump from the right are very confusing and anti flowish, but as my mods are. - I changed some of them as what you have mentioned, but for those like 01:13:377 (6,7,1) - , they are intended to be here because the curve shouldn't be too inclined to the side as the HDash at 01:13:204 (5,6) - can push players off to the edge, so this is by far a good solution, yet the curve is not too straight that it can provide a good lift-off for the players.


I just throw them there to have him check them and see how they play out, I don't have to say CHANGE THIS KJjdlkasdl ;k' lol, If he wants to change it, then he can, he is the maker of the map, his idea and his creation. That is what modding is all about.



GL with this map, I like the style of it - Thanks!
Thanks for mod!
Ascendance
wub wub wub whoosh
xi-False
MOD



unidentified code
- This pattern 01:05:446 (1,2,3,4,1,2,3,4) - i think to catch all the notes you need to spam dash button which is fine but if you want to smooth it out give these notes 01:05:963 (4,2) - more movement on the x-axiso or straighten them out, also I prefer to keep it so you have to spam dash button.

-I find this jump 01:40:791 (6,7) - a bit hard to land I would recommend to select these two notes 01:40:618 (5,6) - and move them to x:476

-This pattern feels good 02:00:618 (1,2) - but you should make that jump into a Hyper Jump so that this 02:00:963 (2) - stands out more
you can do that by moving the end of this slider 02:00:618 (1) - to x:80 and also maybe increase the spacing of these notes 02:00:963 (2) -
Anti-Flow isn't always a bad thing ;)

----------------------------------------------------------------------------------------------------------------------------------------------------------
-i noticed you used this pattern at the start of your map 03:48:204 (1,2,3,4,1,2) - its fine how it is, but you can change this up a bit by
selecting this slider 03:48:204 (1) - and moving it to x:416 and the end of the slider to x:480 and also to keep the hyper jump here 03:48:118 (11,1) - you can move this note 03:48:118 (11) - to x:248 and the end of this slider 03:48:118 (11) - to x:184
here is an example! ( Image)

-Also if you make the changes up above you should also select these notes 03:49:843 (2,3,4) - and Ctrl+G

----------------------------------------------------------------------------------------------------------------------------------------------------------

-This pattern also looks really familiar 04:03:895 (4,5,6) -
Select all of them 04:03:895 (4,5,6) - and move to x:272 maybe?!

- I Really like this ending pattern 04:58:549 (1,2,3,4,5,1,1) - :)

Dude Really good map I'm not sure how much time you spent on this song
but I can tell it was a really long time!
:)
show more
Please sign in to reply.

New reply